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Re: [whatwg] Hardware accelerated canvas

From: Erik Möller <emoller@opera.com>
Date: Tue, 04 Sep 2012 11:31:09 +0200
To: "Rik Cabanier" <cabanier@gmail.com>, "Tobie Langel" <tobie.langel@gmail.com>
Message-ID: <op.wj3t17saj7kpr1@emoller-i7.gothenburg.osa>
Cc: whatwg@lists.whatwg.org, Glenn Maynard <glenn@zewt.org>, Charles Pritchard <chuck@jumis.com>, Benoit Jacob <bjacob@mozilla.com>, David Geary <david.mark.geary@gmail.com>, Ian Hickson <ian@hixie.ch>
On Mon, 03 Sep 2012 23:47:57 +0200, Tobie Langel <tobie.langel@gmail.com>  
wrote:

> I apologize in advance, as this is slightly off-topic. I've been
> unsuccessfully looking for info on how Canvas hardware acceleration
> actually works and haven't found much.
>
> Would anyone have pointers?
>
> Thanks.
>
> --tobie

I think that varies a lot between the vendors and I haven't seen any  
externally available documentation on the topic. In general, images are  
drawn as textured quads, paths are triangulated and drawn as as tristrips.  
Some level of caching are performed to reduce draw calls and improve  
performance. Some hard to do things (on hardware) make use of stencil  
buffers and multipass rendering. I think that's as specific info you'll  
get.

If you're really interested, run your favourite browser through PIX  
http://en.wikipedia.org/wiki/PIX_(Microsoft)

-- 
Erik Möller
Core Gfx Lead
Opera Software
twitter.com/erikjmoller
Received on Tuesday, 4 September 2012 09:32:29 UTC

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